Easy Retopologising models preserving the fine-detail levels
Why should you retopologise your models ?
There are several reasons why you should think about ‘retopoing’ your existing models.
Maybe you already have created a very good model, but some areas doesn’t render cleanly because of a bad topology there. Simply retopo your model and fix the bad areas.
On the other hand, the availability of the retopology-feature gives you less stress when you sculpt your models.
Just follow your imagination, create how you like without always having the flow of your polygon-connection-lines in mind.
When you’re happy with the shape you created, simply reotopo the model and you will have a clean mesh.
So far, so good.
But as simple as it sounds, you will soon discover that it is by far not so easy.
The major problem beside the handwork is that you will loose the details of the original mesh.
But the soulution for that is already described in the Wiki under the topic:
‘1.3 Importing Topology From Outside of ZBrush’
But I must say, I did read it but I simply did not realize a long time what it really meant.
So I decided to make this short tutorial to give a clear step-by step how to use this principle with retopoed meshes.
[attach=63917]Retopo_detail-Topostatus_big.jpg[/attach]
I had to open a new thread because I cannot edit my main topoplogy-thread any more.
Important:
Watch also page 2 of this thread for a short description of how to merge different high-detailed-meshes with this technique.
Enjoy.